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Message: 678

Author: sj_hill

Date: 08/09/2000

Subject: Re: OOOOPS !!!!!!!

 

> the visual impact of a room is almost (if
not more :)
> important than the
gameplay.

I think designing good JSW graphics is an 'art' in
itself.

I find animation very difficult, but you can often
get away with a lot by just animating the appendages
of a guardian, rather than the entire guardian
itself. Another technique is to take a large image
(perhaps 'borrowed' from somewhere) and then shrinking a
monochrome version down to 16x10, to get a general outline.
I think it's always better to use filled-in
guardians, rather than line-art guardians.

Choice of
colour is important too. I prefer dark backgrounds with
light guardians, but you can use bright on bright as a
game feature - check out 'the golden palace' by
sendy.

Because you're working at a micro-resolution (i.e. 16x10
or 8x8), angular graphics consisting of straight
edges tend to work better than curves. This is why some
of the best graphics turn up in futuristic based
games (Space, The Deadly Mission), that have a
mechanised feel.

Of course, this is just
in my opinion<\RobLocke>.

Stuart.

 

 

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